If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You will have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

3.5 Homebrew Campaign: Our Classes

Me and a group of friends had the bright idea to do a campaign where every class was made by the players, pending the approval of the other players. We're going with a system where anyone who wants to DM that night can, and we're running it so the characters gain a level after every session to rapidly assess the power level of the classes. I'll be posting our classes up here looking for feedback.

Wild Chainer

Spoiler

Show

There are those who learn their spells through careful study. There are those who have inborn talent for spellcasting. And then, there are those who just have a talent for disrupting the magic they see around them, causing intricate and unexpected patterns to form. This third group is the Wild Chainers. Having little understanding of spells but much understanding of magic as a whole. Somewhere in between a field of study and a natural talent, Wild Chaining is all about giving themselves over to the magic they see as a very real thing around them, a stream of colors that roils and seethes. Not only can they see it, they can splash it into strange, unexpected patterns.

Adventures
A Wild Chainer lives to see new patterns, and adventuring gives them the chance to use their often dangerous craft away from the eyes of the law. Whether good or evil, Wild Chainers all seem to delight in the wake of their craft, although good chainers take care to exercise it not around innocents (adventuring partners nonwithstanding).
Characteristics
Wild Chainers have a number of effects they can cause to reliably happen by exercising basic control over the stream of magic that are very quickly found by trial and error. Every Wild Chainer can produce this limited set of effects known as first order chains. As the stream becomes more and more disrupted, they have a chance of causing second order and third order chains. Of course, working this quickly can also cause the entirely unexpected to happen: a Wild Surge. A Wild Chainer always knows and can perform their Chains as long as they have Chain Points remaining, and only need a good night's rest to restore their Chain Points.

Alignment
Given the disruptive nature of a Wild Chainer, they cannot be lawful. A Wild Chainer that becomes lawful retains all class features but can no longer advance in levels of Wild Chainer. A lawful creature could not open themselves to this kind of wild magic.

Religion
Religious Wild Chainers are rare, although not unheard of. Most of them tend not to worship any deity at all.

Background
Generally Wild Chainers have one of two paths: either they began to see magic and learned to manipulate it on their own by some coincidence of nature, or they actually decided to pursue magical studies in some more disciplined field (such as wizards) but found the arcane theories too detached.

Races
It should not be surprising that Wild Chainers are common among Humans and Gnomes. Wild Chaining is less common among Half-elves and Elves, oddly enough, as their view of magic is closer to "created" rather than "disrupted". It is especially rare among Dwarves, as even one Wild Chainer can bring down a Dwarven mountainhome. Fear the Dwarven Wild Chainer.

Other Classes
Wild Chainers occasionally have levels of Wizard, having started their lives in the more disciplined field. They are very rarely Clerics but seem to be more at home as a Favored Soul. Sorcerer and Druid Wild Chainers are almost unheard of, given the different paths the Sorcerer and Wild Chainer takes, and the disruption a Wild Chainer causes with nature. Barbarians and Bards make natural Wild Chainers due to their similar philosophies.

Role
A Wild Chainers Chains are almost all destructive effects, making them an effective damage dealer. On top of this, a lucky Wild surge can do nearly anything a party needs. An unlucky one can bring a Wild Chainers ruin, however.
Game Rule Information
Wild Chainers have the following game statistics.
Abilities: Charisma is the most important stat for a Wild Chainer, determining how powerful their Chains are. Constitution is important for additional hit points (surviving wild surges), Dexterity is important for ranged touch attacks (surviving wild surges), and Intelligence is important for extra skill points (will I survive this wild surge?).
Alignment: Any non-lawful.Hit Die: d6.

Weapon and Armor Proficiency
Wild Chainers are proficient with all simple weapons and one martial weapon of their choice, and with light armor.

Chains (Su)
A Wild Chainer can use Chains as standard action, which are drawn from the Chain list.

A Wild Chainer expends a certain number of Chain Points for using a Chain, as described below. If a Wild Chainer does not have enough Chain Points to pay the cost of a Chain, he may not use that Chain. His Chain Points are restored to their maximum value at the end of an extended rest.

A Wild Chainer recieves bonus chain points for a high charisma as described on the bonus spell points table in Unearthed Arcana.

A Wild Chainer has access to every Chain on the Chain list of the levels he can Chain. He never needs to prepare a Chain.

The Save DC for any Chain is equal to 10 + (2*chain level) + Cha modifier.

Wild Surge (Su)
A Wild Chainer may, instead of Chaining, cause a Wild Surge to occur for the same cost and up to the same level as the Chain he was attempting. Additionally, any time a Wild Chainer fails a concentration check when attempting to chain, he instead has a Wild Surge.

Wild Chain %
Every time a Wild Chainer Chains a First or Second Order Chain, he must roll percentile dice. If he rolls under or equal to his class level, he has an uncontrollable Wild Surge, based on the level of the Chain he was attempting. If he rolls under or equal his Wild Chain % but above his class level, he may perform a Second Order Chain, or a Third Order Chain if the chain he was rolling on was a Second Order Chain. If he chooses to perform one of these chains, he must roll again. A Third Order Chain cannot chain again, the percentile is only rolled to check for Wild Surges. If the Wild Chainer rolls above his Wild Chain %, nothing happens and he doubles his Wild Chain % and Wild Surge chance. He continues to double until either a Wild Surge or Second/Third Order Chain occurs, at which point the values reset to their base.

Magic Sight (Su)
A Wild Chainer has the ability to see the true form of magic flowing all around him, but little ability to understand the subtleties. A Wild Chainer can immediately perceive any magical object, area, creature, or effect he could see, and recognize it as magical. To recognize anything more, he'd need to make a Spellcraft Check (DC 15 + Spell/Effect Level) to recognize whether the effect would be harmful, helpful, or more complex than that. Illusions tend to have trouble fooling this ability, although it isn't impossible.

Wild Boosting
A Wild Chainer may temporarily increase his Wild Surge chance by 1% to increase his Wild Chain % by 1%. This ability may be used as a free action.

Will to Fight (Ex)
At 2nd level, a Wild Chainer gains the ability to use his Charisma modifier in place of Dexterity on ranged touch attacks.
Mutations (Ex)
At 3rd, 11th, and 19th level, a Wild Chainer's exposure to so much strange magic begins to change him physically. You may choose a mutation from this list for him to take.

Acid Blood: A Wild Chainer's blood turns an unnatural green shade as it becomes acidic. The Wild Chainer gains Acid Resistance 10, as well as dealing 2d6 acid damage per round for 5 rounds to whatever his blood gets on, unless it is washed off.

Adrenal Pumps: The Wild Chainer's adrenal gland gains the ability to dump a large amount of adrenaline all at once. Once per day, the Wild Chainer may gain a +4 bonus to Strength and Constitution and +30 ft. to his movement speed for five rounds, but be fatigued for double that afterwards.

Amphibious: The Wild Chainer's skin takes on a smooth appearance as he gains webbing in the fingers and toes as well as gills. He gains the ability to breathe underwater and a 40 ft. swim speed.

Boiling Blood: A Wild Chainer's blood boils as it becomes extremely hot, but this somehow seems not to affect the Wild Chainer. He gains Fire Resistance 10, as well as dealing 2d6 fire damage per round for 5 rounds to whatever his blood gets on, unless it is washed off.

Chaos Inversion: The more you drain them, the more powerful they are. Whenever a Wild Chainer takes ability damage or drain, he gains a bonus to rolls based on the related stat equal to the amount of damage or drain. Likewise, any non-permanent ability increases he gains give a penalty of the same amount. This ability may be turned on or off as a free action.

A Wild Chainer may only take this mutation at level 11 or above.

Crushing Blows: A Wild Chainer's limbs become ridged and hard as rocks. His unarmed strike is upgraded to a 1d8.

Polymorphism: A Wild Chainer can morph themselves around transformative effects. Any time a Wild Chainer would be transformed in any regard other than size, he gains the effects of a Shapechange spell with caster level equal to his Chainer level.

A Wild Chainer may only take this mutation at level 19 and above.

Wings: A Wild Chainer grow wings. These give him a 40 ft. fly speed with good manuverability.

A Wild Chainer may only take this mutation at level 11 and above.

Overchaining
If a Wild Chainer does not have enough Chain Points, he may use his remaining hit points as a substitute. When he does this, he take an additional 1d6 damage on top of this. Damage reduction does not reduce either of these.
Surge Chaining
At level 10, a Wild Chainer gains the ability to improvise and save Wild Surges. Whenever a Wild Chainer Wild Surges, he may roll his Wild Chain % to cause a Second-Order Surge of a level equal to or below that of the Wild Surge. If he fails, nothing happens. If he gets another Wild Surge, he may not use this ability on that Wild Surge.

Improved Wild Boosting
At level 14, a Wild Chainer gains the ability to temporarily increase his Wild Surge chance by 2% to increase his Wild Chain % by 3%. This ability may be used as a free action.

This ability replaces Wild Boosting.
Unstoppable Chain
At level 20, a Wild Chainer's ability to disrupt magic becomes so incredible he may chain and wild surge inside of anti-magic fields and through other anti-magic effects.

The sky (or ceiling, whatever) opens up as crystalized magic rains down. You gain 1 Force Missile per 3 chainer levels per round of this effect, to target anyone within the cylinder as you please. Doubling and Tripling cannot affect this. The Force Missiles are not chainable.

Second Order: Gain 1 Force Missile per 2 chainer levels instead.

Third Order: Gain 1 Force Missile per chainer level instead.

Doubling

Spoiler

Show

Level 3 Chain

Double the damage of the current chain. You may only use this as a second or third order chain. You may not use Doubling or Tripling for the rest of this chain.

As you dip your hand into the stream of magic, a jolt of electricity shocks the target creature. Make a ranged touch attack roll against target creature. If it hits, you shock the creature for 1d6 electric damage per chainer levels.

Second Order: The jolt shocks the creature enough to make it prone.

Third Order: The jolt causes the creature to seize up, stunning it for 1 round.

You manage to find a stream with a high concentration of positive energy and rupture it, causing all living creatures in the area to gain 1d4x5 temporary hit points, and all undead to take 1d4 negative levels (ignoring undead immunity to negative levels).

You dip your hand in the stream of magic, causing a bolt of fire to streak towards target creature. Make a ranged touch attack roll against the target creature. If it hits, the bolt of fire hits the target, dealing 1d6 fire damage per chainer level.

Second Order: Deal an additional 1d6 fire damage per three chainer levels.

Third Order: The bolt ignites all flammable materials on the creature, destroying them and deals the damage again next round.

You begin pumping your will into a section of the magic stream, until you force it to burst. You may pay any number of chain points extra into this chain. You deal 1d10 force damage per chainer level in the area, plus (1/4th the chain points paid this way * chainer level).

Second Order: You may increase the area of effect up to a 40 ft. radius sphere.

Third Order: If this kills or destroys all creatures in the area, regain the extra chain points spent.

You wildly disrupt the stream of magic over an area, causing a large sphere of all five energy types to form and fly wildly over that area. This attack deals 5d6 damage per chainer level and the damage is considered 1/5th Fire, 1/5th Frost, 1/5th Acid, 1/5th Electricity, and 1/5th Sonic. Resistances reduce damage individually and immunities block the 1/5th of the corresponding damage.

Pentasphere cannot be Doubled or Tripled.

Second Order: The Pentasphere persists for one round, dealing its damage again next round.

Third Order: The Pentasphere persists for two rounds, dealing its damage on both of those rounds.

You hook a thread of magic into a creature, displacing both of you through the ether. You switch places (you appear in the center of the area of a larger creature) and then the creature takes 2d6 damage per chainer level.

A successful will save cancels the place switching effect and halves the damage.

Second Order: Being ramped through pure magic has a negative effect on most creatures. The creature becomes fatigued as soon as the switch completes.

Third Order: The thread of magic remains lodged in the creature. At any time during your next turn, you may switch places with the creature again, dealing the damage again.

You break off a thread of positive energy and hurl it at the target creature. If you succeed a ranged touch attack, the creature gains 1d4x5 temporary hit points. If the creature is undead, it instead takes 1d4 negative levels, ignoring undead immunity to negative levels.

You cause a sonic disruption in an area, but this disruption is mixed with the essence of acid. Creatures in the area begin to melt from the sound waves. This deals 2d6 damage to creatures in the area, 1/2 acid and 1/2 sonic. Creatures reduced below 0 hitpoints by this melt into a puddle.

Second Order: The sound in the area persists, dealing its damage every round for 1 round per 2 chainer levels.

Third Order: The sound becomes maddening. Creatures in area act as if confused for every round they remain in the area, making a seperate will save every round.

You cause a sphere of fire, ice, and lighting to erupt in the middle of combat. This sphere deals 3d4 damage, 1/3rd fire, 1/3rd cold, and 1/3rd electricity. Resistances and immunities apply separately.

Second Order: The sphere persists, dealing its damage in the area every round for 1 round per chainer level.

Third Order: The sphere causes spells that have the fire, cold, or electric subtype to deal 1.5x damage. Chains are not spells.

You rupture the magic stream, causing a sphere of water to rush in a line. This sphere pushes all creatures in the line back to the end of the line. This sphere extinguishes all non-magical flames it engulfs.

Second Order: The sphere persists, lasting for 1 minute per chainer level.

Third Order: The sphere captures all of the creatures it hits inside it, causing air-breathing creatures to drown. The sphere can be broken by a DC 11 + (1 per 2 chainer levels) strength check, which requires a move action.

For 1 minute, everything in a quarter mile radius is placed in stasis.

36%

For 1d6 rounds, a downpour of rain so heavy that every creature within has total concealment and a 50% miss chance covers 100 feet radius centered on chainer. Works inside.

37%

Same as 36%, but with frogs, and grants total cover.

38%

Necromancy covers the area, raising all dead bodies within a 100 foot radius of chainer as either zombies or skeletons depending on the state of the body. Undead are hostile to all others. Lasts 1d4 rounds.

39%

All creatures are effected as with a displacement spell within 30 feet of chainer. Lasts 1d6 rounds.

40%

Jorick with one template of DMs choice and two HD advancement is accidentally created, indifferent to everyone.

41%

Chainer sneezes uncontrollably for 1d6 minutes. He sneezes 1d3 times a round.

42%

Same as 41%, but Chainer fires lasers from his nose every time he sneezes. If he's aiming, he can make a ranged touch attack to hit a target. These lasers deal 5d10 force damage. If lasers aren't aimed, they target random creature that isn't the chainer.

43%

Chainer explodes, spraying blood in 40 foot radius around him. He reforms 1 round later at the hit point total he was at before exploding.

44%

Chainer accidentally summons 1 lesser elemental of each type. They are hostile towards their opposites but indifferent to everyone else. They last 1d6 minutes.

45%

All creatures within 50 foot radius of chainer are hasted, as per the spell. Effect lasts 10 rounds.

46%

All creatures within 50 foot radius of chainer are slowed, as per the spell. Effect lasts 10 rounds.

47%

All dead flesh and bone within 100 feet of target or center of target area pools together and forms a flesh golem, hostile to all. If there is not enough material, this effect fizzles.

48%

All stone within 100 feet of target or center of target area pools together and forms a stone golem, hostile to all. If there is not enough material, this effect fizzles.

49%

All iron (not steel) within 100 feet of target or center of target area pools together and forms an iron golem, hostile to all. If there is not enough material, this effect fizzles.

50%

Chainer reverses gender permanently.

51%

A whip of fire from the plane of fire flies across the distance between chainer and target, dealing 5d6 fire damage to both and all inbetween.

52%

A current of water from the plane of water flies across the distance between chainer and target, drenching both and all inbetween.

53%

A fissure of earth erupts from the plane of earth, dealing 3d6 bludgeoning damage to chainer, target, and all inbetween.

54%

A blast of wind from the plane of air blows across the distance from chainer and target, knocking down both and all inbetween.

55%

Chainer causes area of wild magic to erupt within 10 foot radius of himself. Wild magic zone acts as described in DMG and is permanent.